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Hierarchical hybrid control network design based on LON and master-slave RS-422/485 protocol
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作者 彭可 陈际达 陈岚 《Journal of Central South University of Technology》 2002年第3期202-207,共6页
Aiming at the weaknesses of LON bus, combining the coexistence of fieldbus and DCS (Distribu ted Control Systems) in control networks, the authors introduce a hierarchical hybrid control network design based on LON an... Aiming at the weaknesses of LON bus, combining the coexistence of fieldbus and DCS (Distribu ted Control Systems) in control networks, the authors introduce a hierarchical hybrid control network design based on LON and master slave RS 422/485 protocol. This design adopts LON as the trunk, master slave RS 422/485 control networks are connected to LON as special subnets by dedicated gateways. It is an implementation method for isomerous control network integration. Data management is ranked according to real time requirements for different network data. The core components, such as control network nodes, router and gateway, are detailed in the paper. The design utilizes both communication advantage of LonWorks technology and the more powerful control ability of universal MCUs or PLCs, thus it greatly increases system response speed and performance cost ratio. 展开更多
关键词 LON fieldbus master-slave RS-422/485 PROTOCOL HIERARCHICAL hybrid control NETWORKS router gateway NETWORKS integration
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Two-to-one differential game via improved MOGWO 被引量:1
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作者 BAI Yu ZHOU Di +2 位作者 ZHANG Bolun HE Zhen HE Ping 《Journal of Systems Engineering and Electronics》 2025年第1期233-255,共23页
When the maneuverability of a pursuer is not significantly higher than that of an evader,it will be difficult to intercept the evader with only one pursuer.Therefore,this article adopts a two-to-one differential game ... When the maneuverability of a pursuer is not significantly higher than that of an evader,it will be difficult to intercept the evader with only one pursuer.Therefore,this article adopts a two-to-one differential game strategy,the game of kind is generally considered to be angle-optimized,which allows unlimited turns,but these practices do not take into account the effect of acceleration,which does not correspond to the actual situation,thus,based on the angle-optimized,the acceleration optimization and the acceleration upper bound constraint are added into the game for consideration.A two-to-one differential game problem is proposed in the three-dimensional space,and an improved multi-objective grey wolf optimization(IMOGWO)algorithm is proposed to solve the optimal game point of this problem.With the equations that describe the relative motions between the pursuers and the evader in the three-dimensional space,a multi-objective function with constraints is given as the performance index to design an optimal strategy for the differential game.Then the optimal game point is solved by using the IMOGWO algorithm.It is proved based on Markov chains that with the IMOGWO,the Pareto solution set is the solution of the differential game.Finally,it is verified through simulations that the pursuers can capture the escapee,and via comparative experiments,it is shown that the IMOGWO algorithm performs well in terms of running time and memory usage. 展开更多
关键词 differential game improved multi-objective grey wolf optimization(IMOGWO) cooperative pursuit optimal game point
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Stochastic Periodic Solutions for Two Populations Game Models with Impulses
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作者 HOU Meiting QIU Xiaoling 《应用数学》 北大核心 2025年第2期453-467,共15页
The article studies the evolutionary dynamics of two-population two-strategy game models with and without impulses. First, the payment matrix is given and two evolutionary dynamics models are established by adding sto... The article studies the evolutionary dynamics of two-population two-strategy game models with and without impulses. First, the payment matrix is given and two evolutionary dynamics models are established by adding stochastic and impulse. For the stochastic model without impulses, the existence and uniqueness of solution, and the existence of positive periodic solutions are proved, and a sufficient condition for strategy extinction is given. For the stochastic model with impulses, the existence of positive periodic solutions is proved. Numerical results show that noise and impulses directly affect the model, but the periodicity of the model does not change. 展开更多
关键词 Periodic solution Stochastic game IMPULSES Strategy extinct
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Solving Stackelberg prediction games using inexact hyper-gradient methods
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作者 SHI Xu WANG Jiulin +1 位作者 JIANG Rujun SONG Weizheng 《运筹学学报(中英文)》 北大核心 2025年第3期93-123,共31页
The Stackelberg prediction game(SPG)is a bilevel optimization frame-work for modeling strategic interactions between a learner and a follower.Existing meth-ods for solving this problem with general loss functions are ... The Stackelberg prediction game(SPG)is a bilevel optimization frame-work for modeling strategic interactions between a learner and a follower.Existing meth-ods for solving this problem with general loss functions are computationally expensive and scarce.We propose a novel hyper-gradient type method with a warm-start strategy to address this challenge.Particularly,we first use a Taylor expansion-based approach to obtain a good initial point.Then we apply a hyper-gradient descent method with an ex-plicit approximate hyper-gradient.We establish the convergence results of our algorithm theoretically.Furthermore,when the follower employs the least squares loss function,our method is shown to reach an e-stationary point by solving quadratic subproblems.Numerical experiments show our algorithms are empirically orders of magnitude faster than the state-of-the-art. 展开更多
关键词 Stackelberg prediction game approximate hyper-gradient bilevel opti-mization
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Mode-switching cooperative defense strategy for the orbit pursuit-evasion-defense game
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作者 Yongshang Wei Tianxi Liu Cheng Wei 《Defence Technology(防务技术)》 2025年第2期272-286,共15页
This paper presents a mode-switching collaborative defense strategy for spacecraft pursuit-evasiondefense scenarios.In these scenarios,the pursuer tries to avoid the defender while capturing the evader,while the evade... This paper presents a mode-switching collaborative defense strategy for spacecraft pursuit-evasiondefense scenarios.In these scenarios,the pursuer tries to avoid the defender while capturing the evader,while the evader and defender form an alliance to prevent the pursuer from achieving its goal.First,the behavioral modes of the pursuer,including attack and avoidance modes,were established using differential game theory.These modes are then recognized by an interactive multiple model-matching algorithm(IMM),that uses several smooth variable structure filters to match the modes of the pursuer and update their probabilities in real time.Based on the linear-quadratic optimization theory,combined with the results of strategy identification,a two-way cooperative optimal strategy for the defender and evader is proposed,where the evader aids the defender to intercept the pursuer by performing luring maneuvers.Simulation results show that the interactive multi-model algorithm based on several smooth variable structure filters perform well in the strategy identification of the pursuer,and the cooperative defense strategy based on strategy identification has good interception performance when facing pursuers,who are able to flexibly adjust their game objectives. 展开更多
关键词 Cooperative policy Differential games Orbit pursuit-evasion-defense game Mod recognition
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Self-play training and analysis for GEO inspection game with modular actions
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作者 ZHOU Rui ZHONG Weichao +1 位作者 LI Wenlong ZHANG Hao 《Journal of Systems Engineering and Electronics》 2025年第5期1353-1373,共21页
This paper comprehensively explores the impulsive on-orbit inspection game problem utilizing reinforcement learning and game training methods.The purpose of the spacecraft is to inspect the entire surface of a non-coo... This paper comprehensively explores the impulsive on-orbit inspection game problem utilizing reinforcement learning and game training methods.The purpose of the spacecraft is to inspect the entire surface of a non-cooperative target with active maneuverability in front lighting.First,the impulsive orbital game problem is formulated as a turn-based sequential game problem.Second,several typical relative orbit transfers are encapsulated into modules to construct a parameterized action space containing discrete modules and continuous parameters,and multi-pass deep Q-networks(MPDQN)algorithm is used to implement autonomous decision-making.Then,a curriculum learning method is used to gradually increase the difficulty of the training scenario.The backtracking proportional self-play training framework is used to enhance the agent’s ability to defeat inconsistent strategies by building a pool of opponents.The behavior variations of the agents during training indicate that the intelligent game system gradually evolves towards an equilibrium situation.The restraint relations between the agents show that the agents steadily improve the strategy.The influence of various factors on game results is tested. 展开更多
关键词 impulsive orbital game inspection mission turnbased reinforcement learning modular action self-play
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Variable reward function-driven strategies for impulsive orbital attack-defense games under multiple constraints and victory conditions
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作者 Liran Zhao Sihan Xu +1 位作者 Qinbo Sun Zhaohui Dang 《Defence Technology(防务技术)》 2025年第9期159-183,共25页
This paper investigates impulsive orbital attack-defense(AD)games under multiple constraints and victory conditions,involving three spacecraft:attacker,target,and defender.In the AD scenario,the attacker aims to breac... This paper investigates impulsive orbital attack-defense(AD)games under multiple constraints and victory conditions,involving three spacecraft:attacker,target,and defender.In the AD scenario,the attacker aims to breach the defender's interception to rendezvous with the target,while the defender seeks to protect the target by blocking or actively pursuing the attacker.Four different maneuvering constraints and five potential game outcomes are incorporated to more accurately model AD game problems and increase complexity,thereby reducing the effectiveness of traditional methods such as differential games and game-tree searches.To address these challenges,this study proposes a multiagent deep reinforcement learning solution with variable reward functions.Two attack strategies,Direct attack(DA)and Bypass attack(BA),are developed for the attacker,each focusing on different mission priorities.Similarly,two defense strategies,Direct interdiction(DI)and Collinear interdiction(CI),are designed for the defender,each optimizing specific defensive actions through tailored reward functions.Each reward function incorporates both process rewards(e.g.,distance and angle)and outcome rewards,derived from physical principles and validated via geometric analysis.Extensive simulations of four strategy confrontations demonstrate average defensive success rates of 75%for DI vs.DA,40%for DI vs.BA,80%for CI vs.DA,and 70%for CI vs.BA.Results indicate that CI outperforms DI for defenders,while BA outperforms DA for attackers.Moreover,defenders achieve their objectives more effectively under identical maneuvering capabilities.Trajectory evolution analyses further illustrate the effectiveness of the proposed variable reward function-driven strategies.These strategies and analyses offer valuable guidance for practical orbital defense scenarios and lay a foundation for future multi-agent game research. 展开更多
关键词 Orbital attack-defense game Impulsive maneuver Multi-agent deep reinforcement learning Reward function design
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Multi-round dynamic game decision-making of UAVs based on decision tree
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作者 WANG Linmeng WANG Yuhui +1 位作者 CHEN Mou DING Shulin 《Journal of Systems Engineering and Electronics》 2025年第4期1006-1016,共11页
To address the confrontation decision-making issues in multi-round air combat,a dynamic game decision method is proposed based on decision tree for the confrontation of unmanned aerial vehicle(UAV)air combat.Based on ... To address the confrontation decision-making issues in multi-round air combat,a dynamic game decision method is proposed based on decision tree for the confrontation of unmanned aerial vehicle(UAV)air combat.Based on game the-ory and the confrontation characteristics of air combat,a dynamic game process is constructed including the strategy sets,the situation information,and the maneuver decisions for both sides of air combat.By analyzing the UAV’s flight dyna-mics and the both sides’information,a payment matrix is estab-lished through the situation advantage function,performance advantage function,and profit function.Furthermore,the dynamic game decision problem is solved based on the linear induction method to obtain the Nash equilibrium solution,where the decision tree method is introduced to obtain the optimal maneuver decision,thereby improving the situation advantage in the next round of confrontation.According to the analysis,the simulation results for the confrontation scenarios of multi-round air combat are presented to verify the effectiveness and advan-tages of the proposed method. 展开更多
关键词 unmanned aerial vehicle(UAV) multi-round con-frontation dynamic game decision decision tree.
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Weapon-target assignment for unmanned aerial vehicles: A multi-strategy threshold public goods game approach
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作者 Wenhao Bi Zhaoxi Wang +1 位作者 Yang Xu An Zhang 《Defence Technology(防务技术)》 2025年第6期221-237,共17页
As a crucial process in the coordinated strikes of unmanned aerial vehicles(UAVs), weapon-target assignment is vital for optimizing the allocation of available weapons and effectively exploiting the capabilities of UA... As a crucial process in the coordinated strikes of unmanned aerial vehicles(UAVs), weapon-target assignment is vital for optimizing the allocation of available weapons and effectively exploiting the capabilities of UAVs. Existing weapon-target assignment methods primarily focus on macro cluster constraints while neglecting individual strategy updates. This paper proposes a novel weapon-target assignment method for UAVs based on the multi-strategy threshold public goods game(PGG). By analyzing the concept mapping between weapon-target assignment for UAVs and multi-strategy threshold PGG, a weapon-target assignment model for UAVs based on the multi-strategy threshold PGG is established, which is adaptively complemented by the diverse cooperation-defection strategy library and the utility function based on the threshold mechanism. Additionally, a multi-chain Markov is formulated to quantitatively describe the stochastic evolutionary dynamics, whose evolutionary stable distribution is theoretically derived through the development of a strategy update rule based on preference-based aspiration dynamic. Numerical simulation results validate the feasibility and effectiveness of the proposed method, and the impacts of selection intensity, preference degree and threshold on the evolutionary stable distribution are analyzed. Comparative simulations show that the proposed method outperforms GWO, DE, and NSGA-II, achieving 17.18% higher expected utility than NSGA-II and reducing evolutionary stable times by 25% in large-scale scenario. 展开更多
关键词 Unmanned aerial vehicles(UAVs) Weapon-target assignment Public goods game(PGG) Multi-chain markov Strategy update rule
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美国Games-to-Teach项目概述及启示 被引量:14
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作者 马红亮 马颖峰 +1 位作者 郑志高 贺宝勋 《开放教育研究》 CSSCI 2008年第5期102-107,共6页
随着电子游戏产业的不断发展,人们开始关注将这一新的媒体技术引入教育领域,开发具有独特教育目的、教育内容或教育方法的教育电子游戏。而在教育电子游戏研究领域中,麻省理工学院和微软研究院合作开展的Games-to-Teach项目无疑具有里... 随着电子游戏产业的不断发展,人们开始关注将这一新的媒体技术引入教育领域,开发具有独特教育目的、教育内容或教育方法的教育电子游戏。而在教育电子游戏研究领域中,麻省理工学院和微软研究院合作开展的Games-to-Teach项目无疑具有里程碑意义;该项目集聚了多个学科的学科专家、教育技术专家、游戏设计人员和学习者,是一项旨在开发下一代交互式娱教产品概念模型的研究。本文在介绍了Games-to-Teach项目的研究目标、主要实践性成果(15个概念模型及设计)以及主要研究结论的基础上,提出该项目对我国设计开发教育电子游戏的四点启示:①教育电子游戏具有广阔的教学前景;②教育电子游戏与课程内容的融合可以通过多种方式和途径来实现;③教育电子游戏的设计需要密切结合教与学的理论;④教育电子游戏的设计最好有教学针对性。 展开更多
关键词 games—to—Teach 教育电子游戏 概念模型 设计 启示
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GAME再分析资料与NCEP再分析资料在1998年HUBEX试验期的对比分析 被引量:8
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作者 韩荣青 李维京 +1 位作者 胡国权 何金海 《应用气象学报》 CSCD 北大核心 2004年第2期141-151,共11页
1998年夏季中日合作开展了淮河流域能量与水分循环试验 (HUBEX) ,该试验和GAME其他试验的探空加密观测资料作为原始资料的一部分经过同化分析 ,得到了GAME再分析资料。该文就是以 1 998年 6~ 8月我国江淮地区的天气过程为背景 ,对GAME... 1998年夏季中日合作开展了淮河流域能量与水分循环试验 (HUBEX) ,该试验和GAME其他试验的探空加密观测资料作为原始资料的一部分经过同化分析 ,得到了GAME再分析资料。该文就是以 1 998年 6~ 8月我国江淮地区的天气过程为背景 ,对GAME和NCEP两组不同的再分析资料的基本要素场、导数场、降水量场和地面通量场用气候诊断和统计的方法进行了对比分析。结果表明 ,在对流层低层和中高层GAME再分析资料的基本要素场及地面的降水场和通量场较NCEP再分析资料更为准确 ;GAME再分析资料能很好地反映出西南涡东移并影响江淮大暴雨的重要天气特征 ,而NCEP资料则反映不出这一现象。同时还得到 ,GAME再分析资料优于NCEP再分析资料的主要原因是GAME的资料同化系统中加入了包括HUBEX等气象科学试验的探空加密观测资料。因此 ,该文证实了GAME的外场加密观测试验—HUBEX等开展的必要性 ,说明增加观测资料的时空分辨率对于提高我国天气气候的预报准确率具有重要意义。 展开更多
关键词 game 再分析资料 NCEP HUBEX 季风
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Naming Game模型的研究进展及应用 被引量:2
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作者 潘向东 杨建梅 《复杂系统与复杂性科学》 EI CSCD 2009年第2期87-92,共6页
Naming Game模型揭示了智能主体如何通过自组织达成共识,进而促成语言体系的形成。介绍该模型的基本情况和发展脉络,并指出其在语言学、社会学和经济管理领域的应用前景。
关键词 语言动力学 NAMING game 综述 应用
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校园足球教学与训练方法--基于国外足球Small-Sided Games的解读 被引量:19
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作者 李虎 《广州体育学院学报》 北大核心 2020年第2期124-128,共5页
教学与训练方法的落后已经成为我国校园足球高质量发展和高效率普及的瓶颈。基于丰富我国足球教学与训练方法,提高校园足球普及质量与效率的现实需要,对国外足球小场训练赛(SSGs)的概念、特点、理论基础、训练效果影响因素及实践操作过... 教学与训练方法的落后已经成为我国校园足球高质量发展和高效率普及的瓶颈。基于丰富我国足球教学与训练方法,提高校园足球普及质量与效率的现实需要,对国外足球小场训练赛(SSGs)的概念、特点、理论基础、训练效果影响因素及实践操作过程等进行解读。以期增进广大中小学足球专项教师和教练对该方法的理解和掌握,同时,引导和提高他们对该方法的科学使用。 展开更多
关键词 校园足球 教学与训练 Small--Sided games(SSGs) 解读
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教育网络游戏中NPC与学习者置入感的关系研究——由Games-to-Teach项目想到的 被引量:6
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作者 马颖峰 隋志华 《电化教育研究》 CSSCI 北大核心 2009年第6期109-112,共4页
教育网络游戏中NPC功能的设计对学习者能否对游戏产生持续的关注至关重要,即与学习者的置入感关系密切。本文通过对NPC在教育网络游戏中所能发挥的作用的分析与研究,探讨了如何设计NPC才能使其功能得以发挥进而增强学习者的置入感的问题。
关键词 NPC 置入感 games—to-Teach项目
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基于Stackelberg Game诱导策略的网络调度算法 被引量:4
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作者 魏蛟龙 胡进 +1 位作者 代文娟 邹佳宏 《通信学报》 EI CSCD 北大核心 2009年第1期135-140,共6页
首先建立了网络Stackelberg Game模型,分析了该模型下Nash均衡的存在性,给出了网络的队最优解。在网络资源管理中,引入基于Stackelberg Game的网络诱导策略,利用动态博弈和多次逐步诱导的方法,提出了一种网络由一般状态到最优运行状态... 首先建立了网络Stackelberg Game模型,分析了该模型下Nash均衡的存在性,给出了网络的队最优解。在网络资源管理中,引入基于Stackelberg Game的网络诱导策略,利用动态博弈和多次逐步诱导的方法,提出了一种网络由一般状态到最优运行状态的动态调度算法。队最优解保证了网络在最优运行状态下的稳定性。数值仿真验证了该算法的有效性。 展开更多
关键词 网络资源管理 诱导策略 STACKELBERG博弈 动态博弈 网络调度算法
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我国单板世界杯金牌获得者和X-Game比赛前三名技术难度的对比研究 被引量:1
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作者 王葆衡 《沈阳体育学院学报》 2008年第6期115-117,124,共4页
通过对我国获得世界杯金牌运动员的技术和X-Game比赛金、银、铜牌获得者技术的对比,找出我国女子运动员在技术难度方面的差距。提出为了实现在冬奥会为国争光的目标,应该在技术上知己知彼,才能清楚在技术方面的攻关方向,为实现目标打下... 通过对我国获得世界杯金牌运动员的技术和X-Game比赛金、银、铜牌获得者技术的对比,找出我国女子运动员在技术难度方面的差距。提出为了实现在冬奥会为国争光的目标,应该在技术上知己知彼,才能清楚在技术方面的攻关方向,为实现目标打下基础。 展开更多
关键词 女子单板 技术难度 X—game比赛
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空间网络的标度性质对Naming Game演化行为的影响
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作者 庄倩 沈哲思 +1 位作者 何琳 狄增如 《复杂系统与复杂性科学》 EI CSCD 北大核心 2016年第3期19-25,共7页
鉴于社会网络结构对于信息传播、共识形成等社会行为的重要影响,在有限能量约束条件下,通过添加距离服从幂律分布的长程连边,构造出具有标度性质的空间网络。在此空间网络上,讨论了引入无意收听机制的Naming Game模型的演化行为。研究发... 鉴于社会网络结构对于信息传播、共识形成等社会行为的重要影响,在有限能量约束条件下,通过添加距离服从幂律分布的长程连边,构造出具有标度性质的空间网络。在此空间网络上,讨论了引入无意收听机制的Naming Game模型的演化行为。研究发现,存在一个最优的幂指数,使得该空间网络上的Naming Game模型收敛时间最短,当能量约束足够大时,这一最优幂指数趋于1.5附近。本研究说明,社会关系网络中的空间性质对于社会集体认同的形成有很大的影响。 展开更多
关键词 空间网络 标度性质 NAMING game 收敛
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基于GameFlow模型的教育游戏黏着度分析研究 被引量:12
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作者 马颖峰 王彩惠 《远程教育杂志》 CSSCI 2011年第3期104-110,共7页
黏着度的产生会让玩家对游戏产生感情而愿意追加成本,比如时间、精力、金钱等。为此,增强教育游戏对学生的持续吸引力,即尽可能地提高教育游戏对学生的"黏着度",是教育游戏设计和开发亟待解决的问题。通过分析游戏黏着度产生... 黏着度的产生会让玩家对游戏产生感情而愿意追加成本,比如时间、精力、金钱等。为此,增强教育游戏对学生的持续吸引力,即尽可能地提高教育游戏对学生的"黏着度",是教育游戏设计和开发亟待解决的问题。通过分析游戏黏着度产生的原因,包括审美体验、成就感、归属感和好奇心;进而以GameFlow模型为基础提出了教育游戏黏着度提高的切入点,认为应从注意、挑战、技能、目标、反馈、控制、沉浸和交互几个方面着手;最后提出了教育游戏黏着度的提高策略,详细分析了玩家视角、"叙事"和"交互设计"在教育游戏中的实施方案。 展开更多
关键词 心流 gameFlow 黏着度 教育游戏
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历史社会学视野下的PLAY,GAME,SPORT形态演变分析 被引量:10
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作者 郭振 刘波 《天津体育学院学报》 CAS CSSCI 北大核心 2010年第1期73-75,85,共4页
通过历史社会学的视角,分析体育运动PLAY,GAME,SPORT的形态演变。从演变关系上,对一项体育运动和整个体育运动的演变发展进行图析;从界限划分上,确定不同时期体育运动的社会形态和代表形态;从特征比较上,进行PLAY与SPORT,GAME与SPORT之... 通过历史社会学的视角,分析体育运动PLAY,GAME,SPORT的形态演变。从演变关系上,对一项体育运动和整个体育运动的演变发展进行图析;从界限划分上,确定不同时期体育运动的社会形态和代表形态;从特征比较上,进行PLAY与SPORT,GAME与SPORT之间的特征形态分析。以此探求体育运动PLAY,GAME,SPORT形态演变的内部动力,主要反映在暴力化,权力再分配以及表象性与模拟性。三者的形态演变在一项体育运动的发展以及整个体育运动的发展表现是不同的,并体现出文明的进程。 展开更多
关键词 游戏 运动 竞技 历史社会学 形态演变
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基于Game理论的μ-演算公理化
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作者 刘万伟 王戟 陈火旺 《计算机研究与发展》 EI CSCD 北大核心 2007年第11期1896-1902,共7页
随着软硬件系统复杂性的不断提高,各种验证技术被越来越广泛的使用.模型检验技术是一种保证软硬件设计、实现正确性的有效技术.在针对软硬件的模型验证技术中,一般采用时序逻辑作为规约语言.模态μ-演算是模态和时序逻辑中应用较为广泛... 随着软硬件系统复杂性的不断提高,各种验证技术被越来越广泛的使用.模型检验技术是一种保证软硬件设计、实现正确性的有效技术.在针对软硬件的模型验证技术中,一般采用时序逻辑作为规约语言.模态μ-演算是模态和时序逻辑中应用较为广泛的一种,它具有语法成分简洁、表达能力强等特点.扩展了Lange和Stirling基于Focus Game的LTL和CTL的公理化方法.提出了一种基于Game理论的μ-演算公式的可满足性的测试方法,该种方法能够将模态μ-演算公式的可满足性问题转化为FocusGame的求解问题.进一步,基于这套Game规则,给出了一个新的关于μ-演算可靠完备的推理系统.同已有的μ-演算公理系统相比,该推理系统相对直观、简洁. 展开更多
关键词 时序逻辑 模态μ-演算 game理论 可满足性 公理系统
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